Healing speed decrease...well done. It's working already
To give killers the ability to extend the game length through regular gameplay and without increasing generator times, the base time to heal is being increased.
https://www.youtube.com/watch?v=g1luIoAiVxo&feature=youtu.be
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Yeah on the Q&A when their answer to gen rushing was easier sabo and slower healing, I was so baffled.
The sabo gives them more incentive to do something else, but that doesnt stop survivors from just doing gens. (like they're supposed to) The slower healing in no way helps early game when you're chasing one good survivor and the first 3 gens pop after that first chase.
We need something added to gens or a secondary main objective.0 -
Can I see the full video0
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Lol nice bait.
Are you surprised though?
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@blue4zion said:
Yeah on the Q&A when their answer to gen rushing was easier sabo and slower healing, I was so baffled.
The sabo gives them more incentive to do something else, but that doesnt stop survivors from just doing gens. (like they're supposed to) The slower healing in no way helps early game when you're chasing one good survivor and the first 3 gens pop after that first chase.
We need something added to gens or a secondary main objective.Gens need to be reworked. It is just boring AF as survivor to hold M1 and they go way too quick. We need an actual repair mechanic, not just holding down a button
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@Oblitiry said:
Can I see the full videono I trimmed/overwrote it on ps4
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@DeadByFlashlight said:
@blue4zion said:
Yeah on the Q&A when their answer to gen rushing was easier sabo and slower healing, I was so baffled.
The sabo gives them more incentive to do something else, but that doesnt stop survivors from just doing gens. (like they're supposed to) The slower healing in no way helps early game when you're chasing one good survivor and the first 3 gens pop after that first chase.
We need something added to gens or a secondary main objective.Gens need to be reworked. It is just boring AF as survivor to hold M1 and they go way too quick. We need an actual repair mechanic, not just holding down a button
Scavenging for parts to repair wouldn't be a bad idea, or at least totem placement rework. Nurse and billy are the only killers who can counter it and have map presence.
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They should have survivors repair a lot slower when solo. The whole problem with gen rushing is that they split up to do different generators and suffer no tangible penalty, but there's literally no real incentive to work together on them beyond serious convenience or desperation for a specific generator.
This is why Ruin is so baffling: it counters grouped survivors, but not individuals repairing. Like... why? It shows the obviousness of the problem's solution just by existing.
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hahaha this video shows why band-aids won't fix the game
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Imagine if a killer could consistently get 7 hooks in 80 seconds. Whatever caused that would be broken right? Well assuming the killer's objective is to hook each survivor 3 times, that would be (roughly) 60% of his objective. Why don't we consider it broken that survivors can do this but with gens?4
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I have heard the idea of scavenging for parts before, which sounds like an idea, adding an extra objective, but not sure how it would work.
For example, if each generator needs one part to be found on the map before repairs can start, that can lead to one survivor screwing up the whole team and hold game hostage in a sense by finding this part and just not doing anything else.
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@will_i_am_14_85 said:
I have heard the idea of scavenging for parts before, which sounds like an idea, adding an extra objective, but not sure how it would work.For example, if each generator needs one part to be found on the map before repairs can start, that can lead to one survivor screwing up the whole team and hold game hostage in a sense by finding this part and just not doing anything else.
An idea I had for Plunderer's Instinct would allow the user to see the auras of items on the ground, which would include generator parts.
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Not to be rude but all u prove with this video is how slow paced u play. Because u started recording when u found a survivor there. How are we supposed to know how long u've been looking for one before that?
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ZombieGenesis said:
Ask 90% of the survivors on this forum, those extra 4 seconds are devastating and game breaking. Maybe you just need to learn how to patrol 3 gens at the same time.
(I'mjokingpleasedon'tkillme)1 -
Lol scavenging for parts?! Survivors should only be able to use one hand on the controller also.....the games fine leave it as it is. People aren’t going to play this game anymore if you keep making huge changes like that don’t make sense.0
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@McCree said:
Not to be rude but all u prove with this video is how slow paced u play. Because u started recording when u found a survivor there. How are we supposed to know how long u've been looking for one before that?It mas about a minute into the game, which I used to set up a few traps. I trimmed the video because everyone aware of what gen rush is, how fast the gens can pop and nerfing healing doesn't slow the game down much with perks like adrenaline and people rushing the gens while injured. It only hurts sc.
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Haha these devs are so good at solving a problem around 20 corners while leaving the problem still intact its actually amusing. "We are too dumb to fix DS and Ruin so have that healing penalty instead".While swf's are armed with Medkits and their syringes, it again ######### over solo queue and the poor killers are still screwed. Oh boy.
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@blue4zion said:
Yeah on the Q&A when their answer to gen rushing was easier sabo and slower healing, I was so baffled.
The sabo gives them more incentive to do something else, but that doesnt stop survivors from just doing gens. (like they're supposed to) The slower healing in no way helps early game when you're chasing one good survivor and the first 3 gens pop after that first chase.
We need something added to gens or a secondary main objective.Give us a reason to do a secondary objective.
No, like seriously. Anything but gens is a waste of time, so why WOULD i do a secondary objective other than a Hex?
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TheShowtime7 said:Lol scavenging for parts?! Survivors should only be able to use one hand on the controller also.....the games fine leave it as it is. People aren’t going to play this game anymore if you keep making huge changes like that don’t make sense.
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Tbf. You didn't bring a single perk to slow down gen progress at all. And one gen is already completed by the time you hook the feng.
A cut video not showing how long the chase was or mistakes that were probably made, I simply won't take seriously.
It's why I requested to see the whole video. But that's not an option so ah well I guess.
"Gen rushing" will always be a thing. Any other objectives will more likely than not, be simply optional for more BP.1 -
Lets face it. Thanatophobia is a joke. Sloppy butcher helps a bit but again becomes obsolete if survivors are carrying med-kits. Clown's anti-healing perk is situational and doesn't benefit every killer play style. So yeah, while it is indeed a good and welcome change, doesn't solve the core problem which is lack of secondary objectives for survivors. Pressing a key for some progress bar to complete is seriously dull. Its really about time for the game to bring a core change to sort out gen rush and also make surviving a bit of a challenge and worthwhile.
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@Oblitiry said:
Tbf. You didn't bring a single perk to slow down gen progress at all. And one gen is already completed by the time you hook the feng.A cut video not showing how long the chase was or mistakes that were probably made, I simply won't take seriously.
It's why I requested to see the whole video. But that's not an option so ah well I guess.
"Gen rushing" will always be a thing. Any other objectives will more likely than not, be simply optional for more BP.
I didn't bring perks to slow the gens down because as devs said that healing was supposed to slow down the game(not), so I brought sloppy and nurses to prove a point that nerfing healing is not gonna stop the gen rush. Those 4 seconds might somewhat help you at the very end. But not within the first few minutes of the game. Gens can be done in under 2 minutes with ruin.
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@HellDescent said:
@Oblitiry said:
Tbf. You didn't bring a single perk to slow down gen progress at all. And one gen is already completed by the time you hook the feng.A cut video not showing how long the chase was or mistakes that were probably made, I simply won't take seriously.
It's why I requested to see the whole video. But that's not an option so ah well I guess.
"Gen rushing" will always be a thing. Any other objectives will more likely than not, be simply optional for more BP.
I didn't bring perks to slow the gens down because as devs said that healing was supposed to slow down the game(not), so I brought sloppy and nurses to prove a point that nerfing healing is not gonna stop the gen rush. Those 4 seconds might somewhat help you at the very end. But not within the first few minutes of the game. Gens can be done in under 2 minutes with ruin.
Yes gens can still be done with ruin. However not every single game goes like this. I don't agree with people saying it's worthless because if it was, literally no one would use it.
The top % of players don't care about healing all that much anyways. They will complete their objective as quickly as possible, regardless if they're injured. However the heal changes weren't made for the top % they were made for your basic players, the bulk of the player base.
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I don't get it. Most matches I see between ranks 10-15 are 2-4 kills a match. The average ratio for kills at higher ranks is 2+ as well. You want to make it harder for survivors to do gens, loop, stealth, and heal? I play killer, and openly admit that the gens are typically done pretty quick, but extending the gen timer as an across the board change would break the game for survivors. The problem is coordinated SWFs, thus the nerfs need to be thrown on those groups, not all survivors. Furthermore, you can't use the same nerfs on rank 16-20 that you use on rank 1-7. Killers are very powerful compared to survivors at lower-skilled ranks. Nerfing them would only discourage new players, thus equate to a dead game within a year.
If you want to do it right, you do it by rank and SWF.
Highest member of SWF being the target:
Rank 16-20: No nerfs to gen speed
Rank 11-15: Base 10% for 2 member SWF with additional 4% for each additional member.
Rank 6-10: Base 15% for 2 member SWF with additional 4% for each additional member.
Rank 1-5: Base 20% for 2 member SWF with additional 5% for each additional member.At rank 1, a 4 man SWF will have a 25% slower gen speed, sabotage speed, and consumption on tool boxes. This will slow the game down without causing balance issues across the board.
I openly admit that the numbers are likely not correct, it is just the concept I'm speaking of. Furthermore, perks at tier 3 should not function at that level in rank 16-20. No perk should be above rank 2 at that level. Again, balancing the lower levels out. This protects new players from experienced ones who farm a survivor/killer character in order to buff a character to P3 with great perks in ranks 16-20. It is easy to do, and again can cause less players to join the game. Ever notice how hard it is to get a match as a killer at rank 18-20? Partly because there are so few new players. Stagnation will kill DBD.
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psh. nice bait. considering how quickly those 3 gens pop in succession means exactly this. excluding how the first gen even got done, you chased 1 survivor down the entire length of a generator while 3 people were on a generator on a shittily designed map. so it took u at least 1 full generators completion time to catch a survivor, like 2 minutes and change right? That's on you. quit "tunneling" or just smack them and leave to go after a gen. half a meatball minded devs might see your point here, but we don't. we: meaning smart people who were good at the game a long time ago before everything got nerfed to make it easier for plebs
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